I think not, this option is meant to optimize resources, its function is not to render faces that do not receive light, if you put a light that illuminates the face that appears transparent you will not have to disable Backface Culling.If your scene is well lit you will not have this problem, if you specifically want to leave objects without receiving light and also want them to be seen, you must deactivate Backface Culling in their material.

Juani's solution will work, it causes both sides of your normals to display. If you want to see what way your normals are facing, there is a setting in the side panel (N key) to show little lines for which direction your normal surfaces are facing. To flip them around, select your face in edit mode then Mesh > Normals > Flip Normals.